I am creating an AR app for our business before I was just using standard image targets in Unity/Vuforia however for tracking stability I have switched to using Ground Planes.
Within the App, it is looking for an image target and then playing a video. However, using the Ground PLane I need the video to stop when it is not in view and then restart when it is.
Can you help?
Thanks.
Related
I've been trying for quite some time now to use both marker tracking and ground plane tracking together in one Unity app, but I cannot get it to work properly. Vuforia seems to be limited to either "ground plane mode" or "conventional marker tracking mode". Marker tracking only works fine as long as the plane finder game object in Unity or the Vuforia device tracker is inactive.
If however I activate the plane finder, the marker tracking is broken and the content that is supposed to be rendered on the marker floats around instead.
I know I can programmatically switch the plane finder on or off at any time, but doing so will cause the screen to go black for a couple of seconds.
To be clear, I am not trying to use marker tracking and plane tracking at the same time, just in the same application and Unity scene. The user should be able to do both track a card-sized marker and spawn a ground plane later on. In my opinion though it breaks the immersion if the app and camera freeze while Vuforia switches to "ground plane mode".
Surely there must be a way to get a seamless transition between marker tracking and ground plane in Vuforia?
"Marker tracking only works fine as long as the plane finder game
object in Unity or the Vuforia device tracker is inactive"
I believe this is not correct. You can use both at the same time. Also, since you use ground plane positional device tracking is automatically activated. Then you can switch between fusion modes Optimize for Image Targets and Vumarks and Optimize for Model Targets and Ground Plane based on your scenario you explained in your question.
The problem about this is your image targets will still be tracked even though they are not visible in the frame due to positional device tracking but you can also come up with a work around for that by scripting.
I am playing video over image target using vuforia plugin in unity3d. It is simple green screen video. I am using shader to remove it.
Sometimes when video played over image target it becomes too shaky and jittery and thus reducing the AR experience. How can I avoid or reduce it.
I tried multiple ways to get rid of it but no success. Here is what I tried:
Previously I was embedding the video in a Plane then I used Quad
but no success.
I tried to change AR camera (World Center Mode) to different
values like FIRST_TARGET,CAMERA and SPECIFIC_TARGET but still same problem.
Also my vuforia target image has 5 rating in vuforia database.
What could be the solution to this problem. Any help would be highly appreciated. Thanks!
I am developing an app with vuforia Cloud Recos. I want to add the feature of allowing the user to pause the page so she does not have to keep pointing the device on the target to view the trackable. This is pretty useful when I want to show texts. Is there anyway to achieve that on Unity3D ? A good example is Microsoft's Here City Lens app which includes a button to pause the page as the screenshot shows;
You could take a screenshot of the screen and apply it to an Image UI object. That is if you do not need the camera feed anymore.
If you need interaction with the elements, I would only take a screenshot of the camera feed without items. Get AR camera transform, apply it to a new camera, disable AR camera.Then apply the screenshot to a background plane covering the whole screen. Keep items on as well and they do not listen to Vuforia anymore. You are pretty much recreating a basic Unity scene. The items should not be moving with Vuforia, the camera is. So they are still in the middle and you need to know where was the camera when you took the shot. Your scene is complete
I am trying to make an mobile application that contains AR(Augumented Reality)-Mode using Unity3D. So I have connected my mobile device with my unity3d program, and the camera works fine. But when move the mobile device, the main camera inside unity program does not move the same orbit that the mobile device moves. Does any one know how to change or control the orbit of the main Camera in unity3d?
This could be happening due to a number of reasons. It could be due to non centered pivots, or coordinate systems for example.
Could you please specify which AR system are you using? As a side note, at work we recently had a project involving Unity3d and Metaio and it was a nightmare to bend the system to do what we needed, specially when we needed to do a lot of object positioning based on the local coordinate system.
When you refer to the orbit of the camera, I imagine it could be that the pivot of the camera is somehow offset and the camera is rotating around that offset. Or maybe that the camera is a child of the actual Game Object that is controlled by the AR system, in which case this parent node acts as a pivot to the camera.
In the picture below you can see that the camera is away from that center point and when it rotates it does it based on that center point, in other words the camera always tries to look at that center point and it gives that feeling of "orbiting" when it moves.
Here's the link to the image (I can't post pictures yet on this forum -.- )
http://i.stack.imgur.com/fIcY2.png
I am trying to develop an Augmented Reality iPhone application in which I will place a 3D object in front of a live camera feed.
I need to zoom in and zoom out the object as the user moves backward/forward, and rotate the 3D model as the user walks around.
Is there a way to do this on the iPhone ?
The open source VRToolkit application by Benjamin Loulier does just this. It overlays a 3-D model onscreen in response to coded tags, rotating and scaling them in response to movement of this tag in the area viewed by the iPhone camera.
It leverages the ARToolkitPlus library to do the marker identification and processing.
However, be aware that this library is GPL-licensed, so you will need to release the source code of any application you build on this under the GPL.